I'll show you what fun actually is so you make the right call every time.
Almost nobody defines fun. They feel it, chase it, or wait for it to show up, and everyone in the room ends up guessing separately.
Ask five people on your team what "fun" means and you'll get five different answers, and no way to settle the argument.
You know something's off in a review and can't say why. A good idea gets killed because nobody could argue for it with anything more than a feeling.
The only real test you have is release day. If it doesn't work, you're diagnosing a corpse instead of catching it while it still mattered.
Every other part of the business gets measured before money moves. Fun is the one variable everyone agrees drives the outcome, and nobody's required to define it.
Without a definition, the only thing you can trust is what's already been done before. Copy it and you're capped at what it already made. Nobody can prove an original idea works before it exists. That's the bet only a real definition of fun lets you make with confidence. I have that definition, built over twenty years, so you don't have to gamble blind.
I've spent two decades figuring out what makes things fun. Not as a theory but as a practice, across every platform that exists: mobile, VR, location-based entertainment, themed attractions, enterprise training.
I built Sinister Inn, a controller-free VR haunted house now running in 30+ countries that won USA Today's Best Theme Park Halloween Event in 2024. I led design at Talespin, building the org from scratch and serving clients like AT&T, Accenture, and Deloitte.
I found the actual structure underneath it, something most teams have never been handed the language for. Once you have that structure, you're not chasing fun anymore. You're building toward it on purpose.
Work With Me →Before more time, money, and morale are lost. Three ways to work together. Pick the one that fits where you are right now. Every one of them exists to catch what's not fun, whether that's before you ship it or fast enough to fix it once you already have.
Spend a focused day with me inside the problem, together. We work in real time to unpack what's not working, pressure-test assumptions, and make decisions your team can actually commit to. I guide the conversation, challenge weak logic, and help translate instincts into shared clarity you can move on immediately.
In 1 week, I'll evaluate your game, experience, or product and tell you whether it's fun, market-ready, and built to retain. You get a detailed report with actionable recommendations and a follow-up call where I walk you through exactly what to fix, what to kill, and what to double down on.
I act as your on-demand design and creative lead: high-level guidance, strategy, and oversight to keep your project on track and delivering experiences that resonate. Weekly 90-minute check-ins, priority async access, and the kind of feedback that prevents costly missteps before they happen.
Fun isn't random. It has architecture. Blueprint for Fun is the framework I've spent 20 years developing, distilled into a tool every designer, developer, and creative leader can use starting today.
"[Joe] has a remarkable understanding of player psychology, emotional engagement, and the core principles of fun. Over the course of just a month working together, Joe completely transformed my game's direction. He helped us streamline unnecessary features while refining the core mechanics to create a more engaging experience."
"I got too caught up in some evil FarmVille monetizing paywall, and forgot games are about fun first. Joe inspired me to go back to that."
"His empathy for the player guides his thinking on how to make a complex system feel intuitive to users, which creates great games that people love to play. Joe does what few people try: he poses the question, 'What makes something fun?' and the resulting deconstruction of fun into its components enables him to create successful experiences time and time again."
"Joe's confidence in identifying what makes a game fun shines through. We look forward to embedding his suggestions and observing how the market reacts."
"If you're working on an immersive experience, Joe can help make sure it's fun. Hire Joe."
"I can't help but recommend Joe. We've met multiple times now to discuss my upcoming indie game and his input has been invaluable."
One conversation is enough to know if we're a fit. No pitch deck required.